uniform sampler2D tex; uniform float sigma; uniform int dir; uniform float brightness; uniform float corner_radius; uniform float width; uniform float height; float circleBounds(vec2 p, vec2 center, float clip_radius) { vec2 delta = p - center; float dist_squared = dot(delta, delta); float outer_radius = clip_radius + 0.5; if (dist_squared >= (outer_radius * outer_radius)) return 0.0; float inner_radius = clip_radius - 0.5; if (dist_squared <= (inner_radius * inner_radius)) return 1.0; return outer_radius - sqrt(dist_squared); } vec4 shapeCorner(vec4 pixel, vec2 p, vec2 center, float clip_radius) { float alpha = circleBounds(p, center, clip_radius); return vec4(pixel.rgb * alpha, min(alpha, pixel.a)); } vec4 getTexture(vec2 uv) { if (uv.x < 2. / width) uv.x = 2. / width; if (uv.y < 2. / height) uv.y = 2. / height; if (uv.x > 1. - 3. / width) uv.x = 1. - 3. / width; if (uv.y > 1. - 3. / height) uv.y = 1. - 3. / height; return texture2D(tex, uv); } void main(void) { vec2 uv = cogl_tex_coord_in[0].xy; vec2 pos = uv * vec2(width, height); vec2 direction = vec2(dir, (1.0 - dir)); float pixel_step; if (dir == 0) pixel_step = 1.0 / height; else pixel_step = 1.0 / width; vec3 gauss_coefficient; gauss_coefficient.x = 1.0 / (sqrt(2.0 * 3.14159265) * sigma); gauss_coefficient.y = exp(-0.5 / (sigma * sigma)); gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y; float gauss_coefficient_total = gauss_coefficient.x; vec4 ret = getTexture(uv) * gauss_coefficient.x; gauss_coefficient.xy *= gauss_coefficient.yz; int n_steps = int(ceil(1.5 * sigma)) * 2; for (int i = 1; i <= n_steps; i += 2) { float coefficient_subtotal = gauss_coefficient.x; gauss_coefficient.xy *= gauss_coefficient.yz; coefficient_subtotal += gauss_coefficient.x; float gauss_ratio = gauss_coefficient.x / coefficient_subtotal; float foffset = float(i) + gauss_ratio; vec2 offset = direction * foffset * pixel_step; ret += getTexture(uv + offset) * coefficient_subtotal; ret += getTexture(uv - offset) * coefficient_subtotal; gauss_coefficient_total += 2.0 * coefficient_subtotal; gauss_coefficient.xy *= gauss_coefficient.yz; } vec4 outColor = ret / gauss_coefficient_total; // apply brightness and rounding on the second pass (dir==0 comes last) if (dir == 0) { // left side if (pos.x < corner_radius) { // top left corner if (pos.y < corner_radius) { outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., corner_radius + 2.), corner_radius); // bottom left corner } else if (pos.y > height - corner_radius) { outColor = shapeCorner(outColor, pos, vec2(corner_radius + 2., height - corner_radius - 1.), corner_radius); } // right side } else if (pos.x > width - corner_radius) { // top right corner if (pos.y < corner_radius) { outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., corner_radius + 2.), corner_radius); // bottom right corner } else if (pos.y > height - corner_radius) { outColor = shapeCorner(outColor, pos, vec2(width - corner_radius - 1., height - corner_radius - 1.), corner_radius); } } outColor.rgb *= brightness; } cogl_color_out = outColor; }